#ifndef _PLAYERHUNTERAI_H
#define _PLAYERHUNTERAI_H

#include "PlayerbotClassAI.h"

enum {
	SPELL_HUNTER
};


//class Player;

class MANGOS_DLL_SPEC PlayerbotHunterAI : PlayerbotClassAI {
    public:
        PlayerbotHunterAI(Player* const master, Player* const bot, PlayerbotAI* const ai);
        virtual ~PlayerbotHunterAI();

		// all combat actions go here
		void DoNextCombatManeuver(Unit*);

		// all non combat actions go here, ex buffs, heals, rezzes
		void DoNonCombatActions();

		// buff a specific player, usually a real PC who is not in group
		//void BuffPlayer(Player *target);

	private:
		// Hunter
		bool m_petSummonFailed;
		bool m_rangedCombat;

		uint32 PET_SUMMON, PET_DISMISS, PET_REVIVE, PET_MEND;
		uint32 AUTO_SHOT, HUNTERS_MARK, ARCANE_SHOT, CONCUSSIVE_SHOT, DISTRACTING_SHOT, MULTI_SHOT, SERPENT_STING;
		uint32 RAPTOR_STRIKE, WING_CLIP, MONGOOSE_BITE, BAD_ATTITUDE, SONIC_BLAST, NETHER_SHOCK, DEMORALIZING_SCREECH;
		uint32 BEAR_TRAP, FREEZING_TRAP;
		uint32 ASPECT_OF_THE_HAWK, ASPECT_OF_THE_MONKEY;
};

#endif